#include "GraphicEngine_base.h"

GraphicEngine_base::GraphicEngine_base(void)
{
}
GraphicEngine_base::~GraphicEngine_base(void)
{
}
void GraphicEngine_base::AnimatedSkydome(char *SkyTexPath)
{
}
void GraphicEngine_base::ConfigEngine(char *driverSelected,int hres,int vres, char *mode, char* bitcolor, char* vsinch)
{
}
void GraphicEngine_base::DrawCentered2DImage(irr::video::ITexture *CenterTexture)
{
}
void GraphicEngine_base::EnvironmentalDrawings()
{
}
void GraphicEngine_base::ExEngine()
{
}
void GraphicEngine_base::FlushAll()
{
}
void GraphicEngine_base::InitEngine()
{
}
void GraphicEngine_base::LoadBuiltInResources()
{
}
void GraphicEngine_base::ObjectDrawings()
{
}
scene::IParticleSystemSceneNode* GraphicEngine_base::ParticleSystem(irr::scene::ISceneNode *ParentNode, irr::core::vector3df Position, irr::core::vector3df EmiDirection, irr::u32 nMin, irr::u32 nMax, irr::video::SColor MinStartColor, irr::video::SColor MaxStartColor, irr::s32 Angle)
{
	return NULL;
}
void GraphicEngine_base::RestartEngine()
{
}

void GraphicEngine_base::RealisticWaterNode(f32 tileSize, u32 tileCount, core::dimension2di RenderTargetSize)
{
}

void GraphicEngine_base::GLShaderFX(bool BloomON, bool ColorON)
{
}
